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                        <h1 class="file-heading">File: src&#x2F;pixi&#x2F;Sprite.js</h1>

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    <pre class="code prettyprint linenums">
&#x2F;**
 * @author Mat Groves http:&#x2F;&#x2F;matgroves.com&#x2F; @Doormat23
 *&#x2F;

PIXI.blendModes = {};
PIXI.blendModes.NORMAL = 0;
PIXI.blendModes.SCREEN = 1;


&#x2F;**
@class Sprite
@extends DisplayObjectContainer
@constructor
@param texture {Texture}
@type String
*&#x2F;
PIXI.Sprite = function(texture)
{
	PIXI.DisplayObjectContainer.call( this );
	
	 &#x2F;**
	 * The anchor sets the origin point of the texture.
	 * The default is 0,0 this means the textures origin is the top left 
	 * Setting than anchor to 0.5,0.5 means the textures origin is centered
	 * Setting the anchor to 1,1 would mean the textures origin points will be the bottom right
     * @property anchor
     * @type Point
     *&#x2F;
	this.anchor = new PIXI.Point();
	
	&#x2F;**
	 * The texture that the sprite is using
	 * @property texture
	 * @type Texture
	 *&#x2F;
	this.texture = texture;
	
	&#x2F;**
	 * The blend mode of sprite.
	 * currently supports PIXI.blendModes.NORMAL and PIXI.blendModes.SCREEN
	 * @property blendMode
	 * @type uint
	 *&#x2F;
	this.blendMode = PIXI.blendModes.NORMAL;
	
	&#x2F;**
	 * The width of the sprite (this is initially set by the texture)
	 * @property width
	 * @type #Number
	 *&#x2F;
	this._width = 0;
	
	&#x2F;**
	 * The height of the sprite (this is initially set by the texture)
	 * @property height
	 * @type #Number
	 *&#x2F;
	this._height = 0;
	
	if(texture.baseTexture.hasLoaded)
	{
		this.updateFrame = true;
	}
	else
	{
		this.onTextureUpdateBind = this.onTextureUpdate.bind(this);
		this.texture.addEventListener( &#x27;update&#x27;, this.onTextureUpdateBind );
	}
	
	this.renderable = true;
	
	&#x2F;&#x2F; thi next bit is here for the docs...
	
	
}

&#x2F;&#x2F; constructor
PIXI.Sprite.constructor = PIXI.Sprite;
PIXI.Sprite.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );

&#x2F;&#x2F; OOH! shiney new getters and setters for width and height
&#x2F;&#x2F; The width and height now modify the scale (this is what flash does, nice and tidy!)
Object.defineProperty(PIXI.Sprite.prototype, &#x27;width&#x27;, {
    get: function() {
        return this.scale.x * this.texture.frame.width;
    },
    set: function(value) {
    	this.scale.x = value &#x2F; this.texture.frame.width
        this._width = value;
    }
});

Object.defineProperty(PIXI.Sprite.prototype, &#x27;height&#x27;, {
    get: function() {
        return  this.scale.y * this.texture.frame.height;
    },
    set: function(value) {
    	this.scale.y = value &#x2F; this.texture.frame.height
        this._height = value;
    }
});
 
&#x2F;**
@method setTexture
@param texture {Texture} The PIXI texture that is displayed by the sprite
*&#x2F;
PIXI.Sprite.prototype.setTexture = function(texture)
{
	&#x2F;&#x2F; stop current texture;
	if(this.texture.baseTexture != texture.baseTexture)
	{
		this.textureChange = true;	
	}
	
	this.texture = texture;
	this.updateFrame = true;
}

&#x2F;**
 * @private
 *&#x2F;
PIXI.Sprite.prototype.onTextureUpdate = function(event)
{
	&#x2F;&#x2F;this.texture.removeEventListener( &#x27;update&#x27;, this.onTextureUpdateBind );
	
	&#x2F;&#x2F; so if _width is 0 then width was not set..
	if(this._width)this.scale.x = this._width &#x2F; this.texture.frame.width;
	if(this._height)this.scale.y = this._height &#x2F; this.texture.frame.height;
	
	this.updateFrame = true;
}

&#x2F;&#x2F; some helper functions..

&#x2F;**
 * 
 * Helper function that creates a sprite that will contain a texture from the TextureCache based on the frameId
 * The frame ids are created when a Texture packer file has been loaded
 * @method fromFrame
 * @static
 * @param frameId {String} The frame Id of the texture in the cache
 * @return {Sprite} A new Sprite using a texture from the texture cache matching the frameId
 *&#x2F;
PIXI.Sprite.fromFrame = function(frameId)
{
	var texture = PIXI.TextureCache[frameId];
	if(!texture)throw new Error(&quot;The frameId &#x27;&quot;+ frameId +&quot;&#x27; does not exist in the texture cache&quot; + this);
	return new PIXI.Sprite(texture);
}

&#x2F;**
 * 
 * Helper function that creates a sprite that will contain a texture based on an image url
 * If the image is not in the texture cache it will be loaded
 * @method fromImage
 * @static
 * @param The image url of the texture
 * @return {Sprite} A new Sprite using a texture from the texture cache matching the image id
 *&#x2F;
PIXI.Sprite.fromImage = function(imageId)
{
	var texture = PIXI.Texture.fromImage(imageId);
	return new PIXI.Sprite(texture);
}


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